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03:34 |
skyliner_369 |
how many logic-steps or 'ticks' per second does minetest run at? |
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05:06 |
oil_boi |
skyliner_369, on github in minetest.conf.example says the default float value is 0.09, this can be changed by setting it in your minetest.conf |
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13:15 |
Warr1024 |
That only applies to dedicated servers. Apparently in singleplayer the game ignores that and runs ticks as fast as it can or something. |
13:15 |
Warr1024 |
That's also not a guarantee. If a tick takes longer than 0.09 seconds, then the next tick will represent a larger chunk of time (e.g. dtime will be larger) and mods are expected to adjust accordingly. |
13:22 |
appguru |
I think ticks should be somewhere between 20 - 30 FPS |
13:22 |
appguru |
(by default) |
13:22 |
appguru |
Well-made games usually have (Lua) steps which would allow for 60 FPS |
13:24 |
sfan5 |
you'd be surprised how many mods are not "well-made" in regards to performance |
13:24 |
sfan5 |
Warr1024: unrelated but I've been meaning to ask: do you have an usecase for runtime_add_media() in nodecore and if yes, which would it be? |
13:25 |
Warr1024 |
I don't have one very specific to nodecore right now, but I'd like to offer dynamic player skins, pretty much the same as a lot of game/mod authors and/or server operators. It may or may not be something that falls within the scope of the game itself. |
13:26 |
Warr1024 |
Customizable signs, paintings, etc. might also be really neat. I can do lettering using [combine: right now, but to allow custom drawings and such would be pretty awesome. |
13:27 |
Warr1024 |
I don't have a feature that's necessarily *blocked* on this, but that could also be because I usually adjust my plans to meet what the engine has to offer right now, rather than trying to push an engine feature through to support my game. |
13:27 |
sfan5 |
I see, thanks |
13:28 |
Warr1024 |
I think my original interest in that feature predated my work on NodeCore, so it may have been for other mods or other game ideas. |
13:31 |
Warr1024 |
It might not be a bad idea to add a runtime_remove_media() call or something which allows a mod to notify the engine that it will no longer be using this media again, and that the engine can stop sending it to future clients. Maybe think of a less misleading name, since it won't actually forcibly remove the media; it'll still be available on |
13:31 |
Warr1024 |
clients that used it before, and it's just a promise not to make future clients need it. I'm thinking for long-running servers that are trying to maintain some uptime, ensuring runtime media doesn't accumulate could help. |
13:31 |
sfan5 |
yes that's planned |
13:32 |
Warr1024 |
haha, good to know y'all're staying a few steps ahead of me :-) |
14:25 |
appguru |
#7188 could be merged, huh? |
14:25 |
ShadowBot |
https://github.com/minetest/minetest/issues/7188 -- Do not crash if the world is read only by HybridDog |
14:26 |
appguru |
#7712 also seems good |
14:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/7712 -- Add an item pick up callback (2) by Desour |
14:36 |
appguru |
https://github.com/minetest/minetest/pull/9727#issuecomment-638889219 opinions please |
14:38 |
sfan5 |
my answer is "hm" |
14:38 |
sfan5 |
exposing it to CSM isn't easy since there is no permission model so that the user could say "yes this csm mod is allowed to write these images to my disk" |
14:39 |
sfan5 |
the texture modifiers is probably a good idea but I wonder if there isn't a better way |
14:41 |
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14:48 |
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14:59 |
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15:34 |
sfan5 |
Wuzzy: now the documentation in #9486 confuses me even more |
15:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/9486 -- Play place_failed sound if node is occupied or attaching node fails by Wuzzy2 |
15:36 |
Wuzzy |
what's wrong? |
15:36 |
sfan5 |
shouldn't it say "Note: This sound is still played client-side when on_place handles the action in a custom way" |
15:36 |
sfan5 |
? |
15:36 |
Wuzzy |
wait |
15:37 |
Wuzzy |
you mean |
15:37 |
Wuzzy |
the sound plays when on_place is set? |
15:37 |
Wuzzy |
uh-oh |
15:37 |
sfan5 |
I don't know, does it? |
15:37 |
sfan5 |
but what it says now doesn't make any sense either |
15:37 |
sfan5 |
if I set on_place = function() end, how would the client know *not* to play place_failed? |
15:37 |
Wuzzy |
oh wait |
15:38 |
Wuzzy |
the sound is *always* played ... regardless of on_place |
15:38 |
Wuzzy |
smh |
15:38 |
Wuzzy |
congratulations, you managed to confuse me so much, i destroyed my own documentation ? |
15:39 |
Wuzzy |
anyway, sfan5, note this PR is kind of experimental. feel free to reject and close |
15:39 |
Wuzzy |
It's not the prettiest solution tbh |
15:39 |
Wuzzy |
i mean, the PR works, but it's the "how" that could be rejectable |
15:40 |
sfan5 |
the PR sounds generally good to me though |
15:52 |
appguru |
sfan5: how do I obtain a Client object somewhere in the TextureSource code? |
15:55 |
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16:02 |
appguru |
typo in s_security: "Coudln't" |
16:09 |
appguru |
I'm currently thinking I could pass the client to the texture source during initialization, but this feels hacky |
16:09 |
appguru |
Is there something like "g_client" ? |
16:17 |
sfan5 |
passing it during init is how it usually works |
16:18 |
sfan5 |
but I'd say the texturesource isn't supposed to access the client directly, you should redesign the functionality to fit that |
16:55 |
Krock |
will merge #9968 in 10 minutes |
16:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/9968 -- Move shared parameters sending to UnitSAO by SmallJoker |
16:57 |
Krock |
PGimeno: does #9572 look good now? |
16:57 |
ShadowBot |
https://github.com/minetest/minetest/issues/9572 -- Some vector functions useful for working with rotations by NetherEran |
16:58 |
PGimeno |
Krock: I mentioned another issue that was not commented in the thread |
16:59 |
PGimeno |
[0530 01:48:36] <PGimeno> vector.directions_to_rotation calls very expensive functions. It's probably simpler to construct a matrix (two normalizations, one cross product), and then to convert that matrix to Euler. |
17:00 |
PGimeno |
I don't like the name much. We have dir_to_facedir, dir_to_wallmounted, then directions_to_rotation? |
17:01 |
PGimeno |
I'd call it dir_to_rotation; the second (upvector) parameter can be seen as an extra |
17:03 |
Krock |
thnks |
17:06 |
PGimeno |
I've forgot to paste this correction: <PGimeno> sorry, two cross products |
17:17 |
Wuzzy |
sfan5: is the new sentence better now, in #9486 ? |
17:17 |
ShadowBot |
https://github.com/minetest/minetest/issues/9486 -- Play place_failed sound if node is occupied or attaching node fails by Wuzzy2 |
17:18 |
sfan5 |
yes |
17:19 |
Wuzzy |
cool |
17:30 |
sfan5 |
Krock: 10 minutes are over |
17:31 |
Krock |
thanks |
17:31 |
Krock |
pushy push |
17:32 |
Krock |
that happens when you set up a sound-based timer but don't wear headphones. all hail the "missed merge time analyzer" statistics |
17:34 |
sfan5 |
don't worry I missed a merge by hours a few days ago |
17:35 |
Krock |
haha :3 |
17:47 |
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18:07 |
Krock |
rubenwardy: #8785 is still waiting FYI |
18:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/8785 -- LuaItemStack: Add __tostring metamethod by pauloue |
18:07 |
Krock |
trivial |
18:16 |
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18:23 |
Krock |
Wuzzy: https://github.com/minetest/minetest/pull/9486/files#diff-1305560bd8befb32862f0feeefabd02eR6927 |
18:23 |
Krock |
now that I understand what you actually meant there, how about this? |
18:23 |
Krock |
> This sound is played regardless on whether `on_place` is defined manually. |
18:24 |
Krock |
or without "manually" |
18:25 |
Wuzzy |
? |
18:25 |
Wuzzy |
Is the text still not ok? |
18:26 |
Krock |
I'm just asking whether that might be easier to understand |
18:26 |
Krock |
just my opinion |
18:27 |
Krock |
whereas it's accurate as-is, "anyway" and "still" make it feel like there was an inconsistency, but there isn't |
18:28 |
Krock |
rubenwardy: please help |
18:28 |
Krock |
language is complicated |
18:43 |
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18:45 |
sfan5 |
reminder https://github.com/minetest/minetest_game/milestone/5 |
18:50 |
Krock |
I was waiting for paramat for #2691 |
18:50 |
ShadowBot |
https://github.com/minetest/minetest/issues/2691 -- Add minetest.register_on_punchplayer by TeTpaAka |
18:51 |
Krock |
game#2691 |
18:51 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2691 -- creative: Update for compatibility with minetest.creative_is_enabled by sfan5 |
18:51 |
Krock |
looks good |
18:52 |
Krock |
> creative.is_enabled_for = minetest.is_creative_enabled |
18:52 |
Krock |
this might deal bad when multiple mods override is_creative_enabled |
18:53 |
Krock |
you might want to convert it to a wrapper function? |
18:55 |
Krock |
or even better: use the old code. |
19:09 |
rubenwardy |
"Note: This happens if the _built-in_ node placement failed. This sound will still be played If custom code in a `on_place`callback is used to place the node." |
19:10 |
rubenwardy |
"If x, " in the PR felt a bit awkward |
19:10 |
rubenwardy |
also, s/a on_place/the on_place/ |
19:16 |
sfan5 |
Krock: you mean minetest.is_creative_enabled should be a wrapper that calls creative.is_enabled_for? |
19:16 |
rubenwardy |
other way around? |
19:17 |
Krock |
good question |
19:17 |
sfan5 |
then what is the bad thing that would happen if mods override creative.is_enabled_for? |
19:18 |
rubenwardy |
you could use metatable hacks |
19:18 |
Krock |
that's not the point |
19:18 |
rubenwardy |
also, any problem that can be solved by "metatable hacks" is not a good idea |
19:18 |
Krock |
the two functions will go out of sync any way |
19:19 |
Krock |
thus I think the behaviour of creative.is_enabled_for should be kept like it is in master |
19:19 |
Krock |
and mods can switch to minetest.is_creative_enabled to support other mods |
19:19 |
rubenwardy |
with meta table callbacks, you can add warnings and also set minetest.is_creative_enabled when creative.is_enabled_for is written to |
19:19 |
rubenwardy |
this feels a bit convoluted |
19:19 |
Krock |
so the overwritten minetest.is_creative_enabled in creative would call to the creative function internally |
19:20 |
rubenwardy |
wait |
19:20 |
* Krock |
waits |
19:20 |
rubenwardy |
yes, that would works ok actually |
19:20 |
sfan5 |
I consider overwriting one but not the other a mod bug, something that MTG shouldn't attempt to fix |
19:21 |
Krock |
you'd be only overwriting minetest.is_creative_enabled |
19:21 |
sfan5 |
...I don't really get what exactly the concern is right now |
19:24 |
Krock |
mainly that creative.is_enabled_for does not always call to the newest minetest.is_creative_enabled |
19:25 |
sfan5 |
makes sense, it should do that |
19:26 |
rubenwardy |
`*(LuaItemStack **)(lua_touserdata(L, 1))` |
19:26 |
rubenwardy |
I hate this |
19:27 |
rubenwardy |
well, it's not that bad I guess |
19:27 |
sfan5 |
in what way? do you want it moved to a templated helper function? |
19:30 |
rubenwardy |
it's a subconcious hatred, I guess the c-style cast bugs me. It works at least |
19:31 |
rubenwardy |
and it's in a util function so isn't duplicated everywhere |
19:31 |
sfan5 |
*reinterpret_cast<LuaItemStack**>(lua_touserdata(L, 1)) |
19:33 |
rubenwardy |
dynamic_cast, surely? reint |
19:33 |
sfan5 |
updated game#2691 |
19:33 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2691 -- creative: Update for compatibility with minetest.creative_is_enabled by sfan5 |
19:33 |
sfan5 |
you could do a dynamic_cast here but I'm not sure it's useful when the lua type system already assures the class |
19:34 |
rubenwardy |
oh really |
19:34 |
rubenwardy |
that's nice |
19:36 |
sfan5 |
https://github.com/minetest/minetest/blob/5cc06e4748a82acb36310fee89e72f30b2b35a36/src/script/lua_api/l_nodetimer.cpp#L35-L36 |
19:36 |
sfan5 |
that's what these calls are for |
19:51 |
rubenwardy |
#9944 has been updated accoriding to review |
19:51 |
ShadowBot |
https://github.com/minetest/minetest/issues/9944 -- Add buttons to ContentDB in game bar and configure world by rubenwardy |
19:53 |
sfan5 |
that extra button kinda destroys the symmetry of the button two buttons |
19:53 |
sfan5 |
but it's not like there's a better option |
19:55 |
rubenwardy |
the enabled check box should probably be in the sidebar, in which case you could have enable all on the left and FindMods on the right |
20:00 |
rubenwardy |
redesigning that dialog is probably out of scope though |
20:10 |
sfan5 |
rubenwardy: did you run plus.png through optipng |
20:10 |
sfan5 |
yet? |
20:10 |
rubenwardy |
oh shoot |
20:13 |
rubenwardy |
done now |
20:13 |
sfan5 |
huh it's still almost 3 KB? |
20:13 |
rubenwardy |
Output file size = 2890 bytes (311 bytes = 9.72% decrease) |
20:14 |
sfan5 |
% optipng -o7 -strip all textures/base/pack/plus.png |
20:14 |
sfan5 |
Output file size = 759 bytes (2442 bytes = 76.29% decrease) |
20:14 |
rubenwardy |
oh, I didn't provide any arguments |
20:14 |
sfan5 |
probably color profiles or whatever taking up all the space |
20:18 |
rubenwardy |
would you like to push that, or should I? |
20:18 |
sfan5 |
you can |
20:19 |
rubenwardy |
done |
20:24 |
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20:36 |
rubenwardy |
merging #9944 in 10 |
20:36 |
ShadowBot |
https://github.com/minetest/minetest/issues/9944 -- Add buttons to ContentDB in game bar and configure world by rubenwardy |
20:42 |
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21:19 |
rubenwardy |
https://forum.minetest.net/viewtopic.php?p=375061 |
21:19 |
rubenwardy |
!title |
21:19 |
ShadowBot |
Partially out of sync client. What do? - Minetest Forums |
22:04 |
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22:06 |
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22:13 |
skyliner_369 |
what's the preferred format for static block object thingies? obj? and any tips on exporting obj files from Blender? |
22:16 |
rubenwardy |
please ask in #minetest |
22:26 |
skyliner_369 |
Are there plans on pointing various world worldgen variables to a config file? Kinda like the custom world gen menu that was gone for a while in the other voxel game? |
22:29 |
rubenwardy |
that already exists? |
22:29 |
rubenwardy |
See world.mt |
22:29 |
rubenwardy |
or map_meta.txt |
22:29 |
rubenwardy |
I forget |
22:29 |
rubenwardy |
it's also in minetest.conf |
22:29 |
rubenwardy |
and there's a dialog in 5.3.0 |
22:30 |
skyliner_369 |
Well I was more saying super customization. Like changing ore spawn heights and rates. |
22:34 |
skyliner_369 |
Then again I'm using the apt release. Are there any ppa urls that have the latest builds? If not, what's the recommended compiler/package builder? |
22:34 |
rubenwardy |
official stable PPA: https://launchpad.net/~minetestdevs/+archive/ubuntu/stable |
22:35 |
rubenwardy |
official daily PPA (5.3.0-dev): https://launchpad.net/~minetestdevs/+archive/ubuntu/daily-builds |
22:37 |
appguru |
Build instructions are in the Readme. |
22:38 |
appguru |
Mobile clients are currently not informing servers that they are mobile clients? |
22:42 |
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22:52 |
Warr1024 |
Is there an "official" Android build, like one I should be using if I want to repro an issue or test a mod against what would as of right now be a release candidate? |
22:52 |
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22:53 |
rubenwardy |
there's no official one |
22:53 |
rubenwardy |
I've been making builds, and so has Monte |
22:54 |
rubenwardy |
also, proposal: we should push the release candidate to the play store |
22:54 |
rubenwardy |
the release candidate typically being done when feature freeze starts |
22:54 |
Warr1024 |
I heard that there was going to be one in the play store when 5.3 was released. I've been hoping to identify a build with configuration as close to what WOULD go into the app store as possible. |
22:55 |
Warr1024 |
An official RC would be awesome |
22:55 |
rubenwardy |
well, my builds are here: https://github.com/rubenwardy/minetest/releases/ |
22:55 |
rubenwardy |
I'm making a new one now |
22:57 |
Warr1024 |
Unless I hear otherwise I'll consider your builds to be the release-candidate-est ones available then. :-) |
22:58 |
skyliner_369 |
I'm dumb... kinda used to github readme or build instructions being relatively useless... but this time the prereqs are in the building instructions, and it actually worked. |
22:58 |
skyliner_369 |
where's the latest minetest_game game file? |
22:59 |
rubenwardy |
github.com/minetest/minetest_game |
22:59 |
skyliner_369 |
got it |
23:02 |
skyliner_369 |
now to figure out how to make a .desktop so I don't always have to run it via terminal |
23:34 |
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